Daedolon

Daedolon the Mage is one of the three playable hero classes in Hexen. He wears red robes with a hood, leather boots, a small belt with a skull girdle, a golden necklace with a purple gem, and carries a staff and a dagger (though he is not seen using either of them at any point in the game). Daedolon is the physically weakest, slowest and can't wear as much armor as the other two characters, however, he works out these facts with his deep study of the arcane arts, giving him impressive magical abilities.

The mage is an interesting, yet difficult and ultimately rewarding class to play in the game, requiring a lot of strategy in order to master his moves. Keeping distance between you and your enemies is essential for the mage, as his low speed and armor make him quite vulnerable to damage; fortunately, Daedolon has an arsenal of ranged attacks which help accomplish this task.


 * The Fléchette in the hands of the mage acts very similar to the Timebomb of the Ancients from Heretic. The mage will "summon" the fléchette (which looks like an ethereal version of itself), which will float in the air for about a second long before detonating, inflicting good damage to anything in a small blast radius around it, including the mage and any monster that is blocking (Centaur, Slaughtaur, Heresiarch). This method gives for quite a few ways for the mage to strategically use the fléchette. The best way to use it is to use it as a "trap", this means attacking the enemy at range, and when distance begins to close, lay a fléchette, then back out a little. The incoming enemy will be in the blast zone by the time the fléchette explodes, and given the damage it took by your attacks, will probably die by the explosion. The same applies for when a group of enemies chases after you, greatly amplifying the effects of the fléchette, and making it possible to kill multiple enemies with only a single fléchette.


 * While under the effects of the Icon of the Defender the mage gains total invincibility. In addition, all incoming projectiles will be deflected from the mage, possibly hitting the attacker back as well.


 * When using the Mystic Ambit Incant, the mage gives both himself and nearby allies some mana.

Daedolon's armor
Daedolon's default number of armor is 1, and is also his minimum; it cannot drop below that, no matter how much damage is taken. Daedolon benefits from armor pieces in the following way:
 * Amulet of Warding: Gives 5 points of armor
 * Falcon Shield: Gives 3 points of armor
 * Platinum Helm: Gives 2 points of armor
 * Mesh Armor: Gives 1 point of armor

With his minimum armor and all the four extra pieces, Daedolon has a total of 12 armor points; however, his maximum is 16. If the 16 armor points are desired, the four armor parts and the use of Dragonskin Bracers are required.

Daedolon's weapons

 * Sapphire Wand: A ranged weapon that fires magical darts. These darts make up for their low damage with their high fire rate and their ability to pierce through enemies. Shielded enemies won't take damage, but the projectile will still go through.
 * Frost Shards: A spell that uses 3 blue mana to fire a blast of 17 icicles in a shotgun-like formation. When within 64 units of an enemy, it switches to a strong melee attack. Be careful when using this, though, as you might not be close enough and instead fire normally. Firing from this close a distance doesn't summon as many icicles. When an enemy is killed by the Frost Shards, it freezes and becomes a destroyable obstacle (or a temporary piece of cover in some circumstances).
 * Arc of Death: A spell that uses 5 green mana to fire an electric pillar spanning from floor to ceiling. It homes in on foes and zaps them for up to three seconds, unless the foe dies or the arc hits a wall. The arc is surprisingly well-ranged, being able to clear dropoffs and fit through windows.
 * Bloodscourge: A wooden staff topped with a red orb set in a skull-shaped headpiece. It uses 15 of both mana types to fire powerful homing fireballs. These fireballs rip through enemies like the Sapphire Wand and explode on contact with a wall. The fast travel speed and slow homing ability necessitates careful use, finding the most success with crowds of enemies. Do note that the fireballs can be turned against you if they hit a shielded foe or are hit by a Disc of Repulsion.

Data

 * 1) Used if the player is brought below -50% health by the killing blow, but without being gibbed.